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How to guage a units strength

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Date Editor Before After
4/16/2014 12:08:30 PMEErankAdminAnarchid before revert after revert
4/16/2014 12:07:31 PMEErankAdminAnarchid before revert after revert
Before After
1 [quote]Although the players still have very different strategic goals like if the bomber player should bomb mexes, raiders, AA, cons or suicide to take out the commander.[/quote] 1 [quote]Although the players still have very different strategic goals like if the bomber player should bomb mexes, raiders, AA, cons or suicide to take out the commander.[/quote]
2 With the much reduced complexity of this engagement mode one could presumably compute the amount of lasting damage each of those attack modes would cause. 2 With the much reduced complexity of this engagement mode ( such as caused by discrete attack moves and perfect accuracy on both attacker and defender's part) , one could presumably compute the amount of lasting damage each of those attack modes would cause.
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4 For instance, massing 3 bombers before going for com kill could be suboptimal because if you send one to kill a mex before other two are even ready, enemy has more warning time to build AA (which is probably pointless because he should have scouted you), but -2 income to implement that. 4 For instance, massing 3 bombers before going for com kill could be suboptimal because if you send one to kill a mex before other two are even ready, enemy has more warning time to build AA (which is probably pointless because he should have scouted you), but -2 income to implement that.
5 \n
6 ZK air war mostly uses perfectly accurate weapons, so the equations you outlined everywhere above should do well for gauging if defense has any chance of shooting the bomber down.